Rename Sleeping Waterfall state machine function (decomp) (#4655)

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Jordan Longstaff 2024-12-09 11:13:18 -05:00 committed by GitHub
parent d8d9119de9
commit 2d37098379
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GPG Key ID: B5690EEEBB952194
2 changed files with 5 additions and 5 deletions

View File

@ -35,7 +35,7 @@ extern SaveContext gSaveContext;
extern PlayState* gPlayState;
extern int32_t D_8011D3AC;
extern void func_808ADEF0(BgSpot03Taki* bgSpot03Taki, PlayState* play);
extern void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* bgSpot03Taki, PlayState* play);
extern void BgSpot03Taki_ApplyOpeningAlpha(BgSpot03Taki* bgSpot03Taki, s32 bufferIndex);
extern void func_80AF36EC(EnRu2* enRu2, PlayState* play);
@ -814,7 +814,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
}
BgSpot03Taki* bgSpot03 = static_cast<BgSpot03Taki*>(innerActorRef);
if (bgSpot03->actionFunc == func_808ADEF0) {
if (bgSpot03->actionFunc == BgSpot03Taki_HandleWaterfallState) {
bgSpot03->actionFunc = BgSpot03Taki_KeepOpen;
bgSpot03->state = WATERFALL_OPENED;
bgSpot03->openingAlpha = 0.0f;

View File

@ -15,7 +15,7 @@ void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play);
void BgSpot03Taki_Update(Actor* thisx, PlayState* play);
void BgSpot03Taki_Draw(Actor* thisx, PlayState* play);
void func_808ADEF0(BgSpot03Taki* this, PlayState* play);
void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* this, PlayState* play);
const ActorInit Bg_Spot03_Taki_InitVars = {
ACTOR_BG_SPOT03_TAKI,
@ -60,7 +60,7 @@ void BgSpot03Taki_Init(Actor* thisx, PlayState* play) {
this->openingAlpha = 255.0f;
BgSpot03Taki_ApplyOpeningAlpha(this, 0);
BgSpot03Taki_ApplyOpeningAlpha(this, 1);
this->actionFunc = func_808ADEF0;
this->actionFunc = BgSpot03Taki_HandleWaterfallState;
}
void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play) {
@ -69,7 +69,7 @@ void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_808ADEF0(BgSpot03Taki* this, PlayState* play) {
void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* this, PlayState* play) {
if (this->state == WATERFALL_CLOSED) {
if (Flags_GetSwitch(play, this->switchFlag)) {
this->state = WATERFALL_OPENING_ANIMATED;